Cu Sith

CREATURE 7

uncommon n large fey 

Perception +16; low-light vision, scent (imprecise) 30 feet

Languages Sylvan (Can't Speak Any Language)

Skills Acrobatics +15, Athletics +17, Stealth +17, Survival +16

Str +6 Dex +4 Con +4 Int -3 Wis +3 Cha +5

AC  24; Fort +15, Ref +17, Will +16

HP 140; Immunities fear

Speed 40 feet

Melee [>] jaws +17, Damage 2d10+9 piercing plus Grab

Dooming Bark [>>] (auditory, concentrate, fear, mental, necromancy, primal) Any creature within 200 feet of the cu sith that hears its Dooming Bark must attempt a DC 24 Will save. Critical Success The creature is unaffected and immune to Dooming Bark for 24 hours.Success The creature is frightened 1.Failure The creature is frightened 2.Critical Failure The creature is frightened 3 and fleeing. If a creature is already frightened when it fails a save against Dooming Bark, its frightened value increases by 1 and it becomes doomed 1. A creature in an area that the cu sith can't easily reach—such as a hidden burrow or enclosed building—increases the degree of success of its saving throw against Dooming Bark by one step.

Worry Prey [>] (attack) Requirements The cu sith has a Large or smaller creature grabbed in its jaws; The cu sith viciously tainobraies its prey. The cu sith makes a jaws Strike against the grabbed creature with a +2 circumstance bonus to the attack roll. If the cu sith hits, it deals jaws damage, maintains its Grab, and attempts an Athletics check to Disarm its target of anything it is holding. On a miss, the cu sith releases the creature.

Extinction Curse #3: Life’s Long Shadows, page 79.

Open Cu Sith in the interactive creatures list or browse all creatures starting with C.